Boxelware Team koonschi Posted October 10, 2017 Boxelware Team Share Posted October 10, 2017 Patch 0.14.5 Date: October 9th, 2017 Gameplay Added controlling of fighters of current ship in strategy mode UI Added buttons to the transfer ui to transfer the whole crew/cargo/fighters at once Workshop "Frankly, the current workshop tag system is a mess. We've isolated the biggest categories and most used tags and bundled them into a fewer tags that can be assigned in-game now, without adding custom tags any more. We think that this should help the general overview over the workshop." Reworked Workshop Tags Bugfixes "As usual, bug fixes for reports by users are marked with [uBR]. Thanks guys and keep it up!" [uBR] Fixed an issue where transfering fighters would not work correctlyAdded warning when a squad is full [*]Fixed rect selection still being there when closing strategy mode [*][uBR] Pause command is only sent when there's a local session going on [*][uBR] Fixed an issue where game wouldn't unpause when clicking "Resume game" [*]Fixed bad overlap of windows when 3 or more windows are active [*][uBR] Fixed fighters attacking everything once their mothership was lost/destroyed [*][uBR] Fixed an issue where ships wouldn't send out fighters if they had no turrets [*][uBR] Fixed an issue where ships wouldn't mine/salvage when they had fighters but no turrets [*][uBR] Fixed an issue where ai controlled ships wouldn't assign their fighters' orders and targets correctly [*][uBR] Fixed an issue where fighters wouldn't get destroyed correctly [*][uBR] Fixed an issue where fighters wouldn't land on the ship even though there's enough space [*][uBR] Fixed an issue where numbers in cargo transfer text boxes would be reset every few seconds [*][uBR] Ships in smuggler hideouts no longer check for stolen goods This is only active for newly generated smuggler hideouts [*][uBR] Fixed an issue that let repair costs be shown in "Set as Reconstruction Site" dialog Link to comment Share on other sites More sharing options...
Halja45 Posted October 10, 2017 Share Posted October 10, 2017 First 8) 8) Very nice thank you for the good work. Link to comment Share on other sites More sharing options...
Dirtyredz Posted October 10, 2017 Share Posted October 10, 2017 Very nice work!! Link to comment Share on other sites More sharing options...
PsyberTech Posted October 10, 2017 Share Posted October 10, 2017 AMAZING! Thank you!!! Link to comment Share on other sites More sharing options...
Schakar Posted October 10, 2017 Share Posted October 10, 2017 Any changs to get hot-keys for fighter controle which we then can assigne to other keys? PS: a "passive" option would be cool too. - launch - passive - attack - guard - return Link to comment Share on other sites More sharing options...
Ny Posted October 10, 2017 Share Posted October 10, 2017 PS: a "passive" option would be cool too. Any reason to not call them back if you don't want them doing anything? Link to comment Share on other sites More sharing options...
Schakar Posted October 10, 2017 Share Posted October 10, 2017 Sometimes the target flys to close to friendly (NPC) which result in negative standing. In that case I would like to set them passive for a short time until the target has nough distance to the friendly ship again. Or if I salavage in war-zones ... if I just set them to "defend" they attack friendlys which hit me once or twice by accident. But I have my fighters active just to collect all the minerals/moduls while salvaging ;). Even a "protect target" option would be cool. So that I could send my fighters to bodyguard friendly NPC/Players while I salavage/mine. PS: or "agressive" so that they attack any red in the system. Link to comment Share on other sites More sharing options...
Shrooblord Posted October 10, 2017 Share Posted October 10, 2017 Even a "protect target" option would be cool. So that I could send my fighters to bodyguard friendly NPC/Players while I salavage/mine.I'd totally dig this. Tiny, fragile ship protected by a mothership carrier with an armada of drones? Sign me the hell up for something as cool-looking as that, haha Link to comment Share on other sites More sharing options...
Romual Posted October 23, 2017 Share Posted October 23, 2017 Any ETA on coaxial weapons? Waiting for them to start playing again. And why don't you make all turrets switchable? I mean they can both manually fire and autofire. I prefer the feeling of capital ships, and I'm ready to trade some damage for it, but seeking specific turret type early on is a little bit exhausting. And is there ANY thoughts for constructable turrets, like FTD, but with less complexity? I mean 10 turrets are cool, but one with HUGE particle cannons is even more glorious. p.s. Awesome work with carriers and interceptors. This new system is just perfect. Game shapes up to be my dream game with every update. Link to comment Share on other sites More sharing options...
Hammelpilaw Posted October 23, 2017 Share Posted October 23, 2017 I mean 10 turrets are cool, but one with HUGE particle cannons is even more glorious. Hmm I like this idea... add a new property to every turret: turretSlots It may be possible to combine up to 10 turrets of the same type at turret factory. F.e merging a laser with 5k damage with another with 4k damage, the result has 9k damage and uses 2 turret slots. Size increases, range, turning speed and so on is average between all combined weapons. It would solve the problem that very huge ships with high dps uses weapons that look too small. Ok enaugh offtopic, this belongs to Suggestions forum. Link to comment Share on other sites More sharing options...
Crodak Posted October 25, 2017 Share Posted October 25, 2017 Nice to have a option to repair mothership with repair fighters... Link to comment Share on other sites More sharing options...
Meesmaalt Posted October 26, 2017 Share Posted October 26, 2017 Nice to have a option to repair mothership with repair fighters... Just order repair fighters to attack ur mothership. Link to comment Share on other sites More sharing options...
Ravien Posted October 26, 2017 Share Posted October 26, 2017 Nice to have a option to repair mothership with repair fighters... Just order repair fighters to attack ur mothership. Does that work now? Link to comment Share on other sites More sharing options...
Meesmaalt Posted October 26, 2017 Share Posted October 26, 2017 I'm guessing it does, never tried tho. Link to comment Share on other sites More sharing options...
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